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Omni Archive
Official Move Approval III - Printable Version

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Re: Official Move Approval III - Dawnika Snow - 12-10-2015

Murasame - 300 requires Physical Strength

The one cut kill curse blade Murasame is Akame's Imperial Arm. When this blade cuts through her enemies flesh, a curse runs through their viens and into thier heart, halting their pulse. This leads to instant death, or it would if Akame were in her home universe. In the Omniverse, Murasame's curse is null making it a regular sword as of now. Take 1 second to summon. The blade is around 1meter long and has a red hilt. It's a katana, so it has only one edge. When Akame fights, she holds her sheath in her left hand and Murasame in her right. Murasame's one cut kill can be effectively used once in any fight, but this effect can only be activated in my winning post.

Editing Murasame to have the curse effect. This highlights the changes to the original move


Re: Official Move Approval III - Moon - 12-10-2015

Edit: Saving this for later, please delete this.


Re: Official Move Approval III - Tom Marvolo Riddle - 12-10-2015

Original Wrote:Twin Sacrificial Rebirth
Cost: 600 Om
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting
The base technique to which Ururu made her life and lies with. Through a series of hand seals and channeling of chakra Ururu can bring life to lifelessness, and generate a single durable replica of herself within a moment. Through time and effort of the creation process the user can generate significant appearance and clothing alterations as part of the clone's base that otherwise do not affect the clone's moves, nor equipment load-out.

Combat effectiveness matches the user’s own in terms of skills and physical ability provided they assume direct control (read the user is committed to continuous concentration and limited movement), through Soul Transference or similar. Autonomous use though personas (artificial personalities) is ineffective in combat without Tiered Assist to power their bodily functions beyond existing, a target, as a meat shield, or an authentic corpse. Said corpse will remain upon death to decay or until dismissed by the user. Range does not extend beyond the verse’s borders in which the user currently occupies.

The cost of this technique is a single decent payment of chakra that can be staggering if used several times in a short period consecutively.
Note Wrote:Adjusted for Omni's request. Includes a range. Eliminated any chance of confusion that Personas can possibly function autonomously as an assist without SP. They can't. Never could. They are glorified secondaries. Included the 30 second minimum of time and then some. There is no way of getting around it without it weakening the technique and the clones consequently. Unlike the example of clones given in the system these require a higher level of TEC to handle much fewer bodies. This is by design.
Twin Sacrificial Rebirth
Cost: 1800 (900 for Attack, Defend and Movement)(300 for Possession)(300 Variable Appearance)(300 for multiple clones)
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting
With a set of hand seals and building up a charge of chakra, the user conjures a number of clones ranging from one to five per use. The less time spent the weaker they are in comparison to the original. For a single user-equivalent clone thirty seconds are required, afterward requiring only two additional seconds for consecutive reproductions but at an exponential chakra/physical cost after the first starting at a moderate level. Additional alterations to appearance will add to the increase in time of each clone’s creation, items and apparel being the easiest, physiological changes being the most.

The user may start with a number of fully formed clones at Cost equal to their TEC at the beginning of the thread/event, provided significant enough time has passed to allow such.

When being directly commanded, clones share a TEC pool equal to the original that is divided evenly and rounded up between them. They can be commanded to move, attack, or defend through their Persona. This is affected directly by their distance from the user as they have a maximum range of 200 meter radius, which falls off gradually in functionality at half that distance. Even when not inherently empowered, all clones are able to communicate and observe using their hive mind like nature. Also they do not require commands to act as any secondary would, but also are limited in the same fashion in regards to combat in that they may not be effective in any competitive sense.

Furthermore, provided the user has a clone within range, they may possess it through concerted concentration, as if it were their own by leaving their primary body prone. The process requires the difference in time equal to the initial effort of creating said clone to a maximum of 30 seconds and a minimum of 3 seconds, and an additional 2 seconds if its body does not match the original. If this effort is not undertaken the body in question will not function in a manner that is equal to their ability. Like any other ability it may be interrupted and the clone body damaged enough where it forces the user's mind out of it.

Twin Sacrificial Ascension
Cost: 1000 Om
Requires: Tier I Assist
By charging an active clone created by Twin Sacrificial Rebirth or similiar within range with a special supply of chakra, 1sp for a post or 2sp for a round, the user is able to fortify the clone to be fully autonomous in combat with the following stats and matching moves.
Tier I
ATK: 2
DEF: 0
SPD: 2
TEC: 1

Original Wrote:Immortality - Soul Transference
Cost: 300 Om
Requires: Teleportation
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar.

Unfortunately due to the nature of Omnilium and its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is instantaneous, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.

This transference is permanent unless it or similar is performed again.
Note Wrote:Just to be sure this is understood, this technique does not allow Ururu to take on any appearance other than her own, merely control the age of her own body and it remains identifiably her.

Immortality: Soul Transference
Cost: 600 Om
Requires: Teleportation, Shape Shifting
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. Furthermore the replica in question is no longer restricted in age, provided it is of the same identifiable stock. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar.

Unfortunately due to the nature of Omnilium, its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is instantaneous, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. Also the greater the age difference between the body and the previous, the longer it takes for the user to recover. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.

This transference is permanent unless it or similar is performed again.

Quote:You say maximum number of clones up to 5 and then your TEC? Which is it?
Its supposed to up to five per use of the technique. The TEC restriction is specifically for starting a thread with x amount.

Quote:Also that's a hard no for a clone that is equal to your strength. Too overpowered.
Omni Wrote:You need to define "sturdy" and most likely it's going to need much, much, much, much, much bigger downsides (I'm just pre-empting a back and forth of me telling you to increase the downsides until it's finally something like thirty seconds for a remote-controlled clone that matches Ururu in strength)
I've done this, and its pretty much unavoidable with the way I've written it so it can't be escaped if Ururu wants a functioning clone.
Quote:
Quote:Also they do not require commands to act as any secondary would, but also are limited in the same fashion in regards to combat.
Yeah no. Clones cannot be autonomous at all. From the FAQ the must be "single-minded assists" or underneath your control as if it was remotely controlled. If it could act as a secondary, you're basically summoned secondaries instantly.
This is just Ururu can have her persona secondaries to interact with. And they aren't instant summons. They can't even be used in combat so what exactly is the problem? The original move was approved with this specific attribute in mind and all parties agreed and wasn't the reason it was re-posted by Omni in the first place.
Quote:For the possession, that seems like basically remote control? Do you take damage when your possessing someone, can it be interrupted.
It is, and no the clone takes damage. And as for interrupted sure. Anything can be interrupted this is no different. Hell you can walk up on Ururu's real body and basically murder her while she's doing this. Hence why I said she's prone.

Quote:For the soul rebirth thing- Yeah that's going to need more caveats.
Please explain yourself? This is a straight up upgrade to the move to allow Ururu different ages. Nothing else has change. That is an entirely way to vague request for me to do anything with.
Quote:Last comment- I would appreciate if this were separated into separate moves and the assists cause it was make a lot easier to read, approve, and use if someone were to fight you.
This can be done.


Re: Official Move Approval III - Albert Wesker - 12-10-2015

Gilgamesh Wrote:
Colonel Wrote:Colonel Army (Requires: Physical Strength, Ranged Proficiency, Homing Proficiency) -- 600 OM
Colonel throws out one hand, as if giving the order to charge, and at his side — that is, within five feet of his location — roughly three seconds later, a single soldier appears. It looks relatively unremarkable, clad in armor similar to Colonel's but of a much smaller stature. A soldier wielding a simple energy blade may be summoned, or one wielding something akin to an assault rifle. Regardless of which weapon they wield, they will actively seek out and assault the nearest enemy target until they are destroyed -- which is not difficult, and a few solid blows from a reasonably strong or competent opponent would do the trick. Up to three Colonel Army soldiers can be in action at a time, but must all be summoned individually.

Blockade (Requires: Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 900 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly three seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately three meters on all sides, and is durable enough to use as cover in the short term, being roughly the durability of very dense stone. After approximately thirty seconds it will crack and after another ten will crumble away as if it was never there, though any damage it sustains in its duration will hasten its destruction. This move cannot be used in areas without solid ground underfoot. Up to two of these blockade cubes may be summoned at the same time, though they must be summoned individually. At any point in their duration, Colonel can dismiss them at will, causing them to immediately crumble as if they expired, or reinforce them, restoring them to their condition after being freshly-summoned, though this requires a second of focus to accomplish.

Additionally, at any point in the lifespan of any summoned cube, he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch will appear on the top of the cube. Three seconds later, this hatch opens and the soldier emerges, opening fire on the nearest enemy target. This soldier is included in the limit for the regular version of Colonel Army. If the cube expires or is destroyed and the Colonel Army soldier remains intact, it will be destroyed along with it, though if the soldier is destroyed it will not cause the blockade cube to vanish.

Colonel Army- Just add a little more caveats like a longer time or fatigue or anything you can think of

Blockade- Remember you cannot block super moves. Also same thing about a little more caveats and then you're good

Righty-o. Modifications ahoy:

Colonel Army (Requires: Physical Strength, Ranged Proficiency, Homing Proficiency) -- 600 OM
Colonel throws out one hand, as if giving the order to charge, and at his side — that is, within five feet of his location — roughly four seconds later, a single soldier appears. It looks relatively unremarkable, clad in armor similar to Colonel's but of a much smaller stature. A soldier wielding a simple energy blade may be summoned, or one wielding something akin to an assault rifle. Regardless of which weapon they wield, they will actively seek out and assault the nearest enemy target until they are destroyed -- which is not difficult, and a few solid blows from a reasonably strong or competent opponent would do the trick. Up to three Colonel Army soldiers can be in action at a time, but must all be summoned individually, and each additional soldier summoned while there are others active will take an additional second. Every soldier is moderately fatiguing to initially summon, and costs some minor energy once summoned to maintain, making them ill-suited to maintain for prolonged periods even if they aren't destroyed.

Blockade (Requires: Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 900 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly five seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately three meters on all sides, and is durable enough to use as cover in the short term, being roughly the durability of very dense stone, though it is obviously of almost no use against super moves. After approximately thirty seconds it will crack and after another ten will crumble away as if it was never there, though any damage it sustains in its duration will hasten its destruction. This move cannot be used in areas without solid ground underfoot. Up to two of these blockade cubes may be summoned at the same time, though they must be summoned individually. At any point in their duration, Colonel can dismiss them at will, causing them to immediately crumble as if they expired, or reinforce them, restoring them to their condition after being freshly-summoned, though this requires a second of focus to accomplish. Summoning even one blockade cube is moderately fatiguing, and summoning a second while the first is already present is proportionally more tiring. Refreshing one isn't quite as tiring as summoning one initially, but it isn't wise to do so repeatedly all the same.

Additionally, at any point in the lifespan of any summoned cube, he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch will appear on the top of the cube. Three seconds later, this hatch opens and the soldier emerges, opening fire on the nearest enemy target. This soldier is included in the limit for the regular version of Colonel Army. If the cube expires or is destroyed and the Colonel Army soldier remains intact, it will be destroyed along with it, though if the soldier is destroyed it will not cause the blockade cube to vanish.


Also lookin' to make a slight change and clarifications on this one. Additions/changes in bold.

Quote:Colonel Saber
Taking the place of Colonel's right arm from just above the wrist below the elbow down is an energy emitter that houses his primary weapon, a brightly-glowing blade of green energy. Approximately three feet in length, just over two inches in diameter, and tapering to a needle-like point at its end. It is a useful weapon, equally suited for offense as well as defense, but bears no special qualities and is quite 'solid' despite its energy-based nature. At any time, Colonel can de-activate the saber and transition the blade emitter to a regular arm. Transitioning from sword to regular arm takes approximately the same time as drawing a blade — about one second.



Re: Official Move Approval III - Jack Frost - 12-10-2015

Colonel Wrote:
Jack Frost Wrote:(500 OM)
Ice is nice- By drawing the energy for the move from savior, jack forms a ball of ice shards around a foot in diameter (maximum) in the crook of his staff and is able to throw this orb as a lacrosse player would. This orb can be formed on the move and takes roughly 5 seconds to form but can be charged longer to create a more deadly effect. This so called effect occurs on contact with the ball and any surface and results in the scattering of ice shards in all directions (when they come in contact with jack they merely melt and do him no harm unless he chooses to touch them.) and leaves the contacted surface meddled with shards of ice and chilled to the touch. These shards of ice resemble dry ice and possess the same qualities (smoking, burning sensation to the touch). The ball and shards alike travel at a maximum of 65Mph with jack pushing himself and begin to melt the further the distance between them and jack, following a range of a regular 9mm pistol. This will serve as Savior's main ranged attack.

This looks mostly fine, but how long does it take to be charged for the additional effect, and can the effect be strengthened by further charging after that point? And what is the range on the shards when they hit something and burst away?

Also, all moves are priced in increments of 300 OM, so this would be 600 minimum, depending on how it can be charged.

Ice is nice- By drawing the energy for the move from savior, jack forms a ball of ice shards around a foot in diameter (maximum) in the crook of his staff and is able to throw this orb as a lacrosse player would. This orb can be formed on the move and takes roughly 5 seconds to form but can be charged longer to a max of 15 seconds to create a more deadly effect. This so called effect occurs on contact with the ball and any surface and results in the scattering of ice shards in all directions that travel around 100 feet at most(when they come in contact with jack they merely melt and do him no harm unless he chooses to touch them.) and leaves the contacted surface meddled with shards of ice and chilled to the touch. These shards of ice resemble dry ice and possess the same qualities (smoking, burning sensation to the touch). The ball and shards alike travel at a maximum of 65Mph with jack pushing himself and begin to melt the further the distance between them and jack, following a range of a regular 9mm pistol. This will serve as Savior's main ranged attack.


This is edited, sound good? And 600 sounds great


Re: Official Move Approval III - Albert Wesker - 12-10-2015

Jack Frost Wrote:
Colonel Wrote:
Jack Frost Wrote:(500 OM)
Ice is nice- By drawing the energy for the move from savior, jack forms a ball of ice shards around a foot in diameter (maximum) in the crook of his staff and is able to throw this orb as a lacrosse player would. This orb can be formed on the move and takes roughly 5 seconds to form but can be charged longer to create a more deadly effect. This so called effect occurs on contact with the ball and any surface and results in the scattering of ice shards in all directions (when they come in contact with jack they merely melt and do him no harm unless he chooses to touch them.) and leaves the contacted surface meddled with shards of ice and chilled to the touch. These shards of ice resemble dry ice and possess the same qualities (smoking, burning sensation to the touch). The ball and shards alike travel at a maximum of 65Mph with jack pushing himself and begin to melt the further the distance between them and jack, following a range of a regular 9mm pistol. This will serve as Savior's main ranged attack.

This looks mostly fine, but how long does it take to be charged for the additional effect, and can the effect be strengthened by further charging after that point? And what is the range on the shards when they hit something and burst away?

Also, all moves are priced in increments of 300 OM, so this would be 600 minimum, depending on how it can be charged.

Ice is nice- By drawing the energy for the move from savior, jack forms a ball of ice shards around a foot in diameter (maximum) in the crook of his staff and is able to throw this orb as a lacrosse player would. This orb can be formed on the move and takes roughly 5 seconds to form but can be charged longer to a max of 15 seconds to create a more deadly effect. This so called effect occurs on contact with the ball and any surface and results in the scattering of ice shards in all directions that travel around 100 feet at most(when they come in contact with jack they merely melt and do him no harm unless he chooses to touch them.) and leaves the contacted surface meddled with shards of ice and chilled to the touch. These shards of ice resemble dry ice and possess the same qualities (smoking, burning sensation to the touch). The ball and shards alike travel at a maximum of 65Mph with jack pushing himself and begin to melt the further the distance between them and jack, following a range of a regular 9mm pistol. This will serve as Savior's main ranged attack.


This is edited, sound good?

Much better. Approved at a price of 600 OM.


Re: Official Move Approval III - Gilgamesh - 12-11-2015

Tom Marvolo Riddle Wrote:
Original Wrote:Twin Sacrificial Rebirth
Cost: 600 Om
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting
The base technique to which Ururu made her life and lies with. Through a series of hand seals and channeling of chakra Ururu can bring life to lifelessness, and generate a single durable replica of herself within a moment. Through time and effort of the creation process the user can generate significant appearance and clothing alterations as part of the clone's base that otherwise do not affect the clone's moves, nor equipment load-out.

Combat effectiveness matches the user’s own in terms of skills and physical ability provided they assume direct control (read the user is committed to continuous concentration and limited movement), through Soul Transference or similar. Autonomous use though personas (artificial personalities) is ineffective in combat without Tiered Assist to power their bodily functions beyond existing, a target, as a meat shield, or an authentic corpse. Said corpse will remain upon death to decay or until dismissed by the user. Range does not extend beyond the verse’s borders in which the user currently occupies.

The cost of this technique is a single decent payment of chakra that can be staggering if used several times in a short period consecutively.
Note Wrote:Adjusted for Omni's request. Includes a range. Eliminated any chance of confusion that Personas can possibly function autonomously as an assist without SP. They can't. Never could. They are glorified secondaries. Included the 30 second minimum of time and then some. There is no way of getting around it without it weakening the technique and the clones consequently. Unlike the example of clones given in the system these require a higher level of TEC to handle much fewer bodies. This is by design.
Twin Sacrificial Rebirth
Cost: 1800 (900 for Attack, Defend and Movement)(300 for Possession)(300 Variable Appearance)(300 for multiple clones)
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting
With a set of hand seals and building up a charge of chakra, the user conjures a number of clones ranging from one to five per use. The less time spent the weaker they are in comparison to the original. For a single user-equivalent clone thirty seconds are required, afterward requiring only two additional seconds for consecutive reproductions but at an exponential chakra/physical cost after the first starting at a moderate level. Additional alterations to appearance will add to the increase in time of each clone’s creation, items and apparel being the easiest, physiological changes being the most.

The user may start with a number of fully formed clones at Cost equal to their TEC at the beginning of the thread/event, provided significant enough time has passed to allow such.

When being directly commanded, clones share a TEC pool equal to the original that is divided evenly and rounded up between them. They can be commanded to move, attack, or defend through their Persona. This is affected directly by their distance from the user as they have a maximum range of 200 meter radius, which falls off gradually in functionality at half that distance. Even when not inherently empowered, all clones are able to communicate and observe using their hive mind like nature. Also they do not require commands to act as any secondary would, but also are limited in the same fashion in regards to combat in that they may not be effective in any competitive sense.

Furthermore, provided the user has a clone within range, they may possess it through concerted concentration, as if it were their own by leaving their primary body prone. The process requires the difference in time equal to the initial effort of creating said clone to a maximum of 30 seconds and a minimum of 3 seconds, and an additional 2 seconds if its body does not match the original. If this effort is not undertaken the body in question will not function in a manner that is equal to their ability. Like any other ability it may be interrupted and the clone body damaged enough where it forces the user's mind out of it.

Twin Sacrificial Ascension
Cost: 1000 Om
Requires: Tier I Assist
By charging an active clone created by Twin Sacrificial Rebirth or similiar within range with a special supply of chakra, 1sp for a post or 2sp for a round, the user is able to fortify the clone to be fully autonomous in combat with the following stats and matching moves.
Tier I
ATK: 2
DEF: 0
SPD: 2
TEC: 1

Original Wrote:Immortality - Soul Transference
Cost: 300 Om
Requires: Teleportation
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar.

Unfortunately due to the nature of Omnilium and its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is instantaneous, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.

This transference is permanent unless it or similar is performed again.
Note Wrote:Just to be sure this is understood, this technique does not allow Ururu to take on any appearance other than her own, merely control the age of her own body and it remains identifiably her.

Immortality: Soul Transference
Cost: 600 Om
Requires: Teleportation, Shape Shifting
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. Furthermore the replica in question is no longer restricted in age, provided it is of the same identifiable stock. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar.

Unfortunately due to the nature of Omnilium, its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is instantaneous, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. Also the greater the age difference between the body and the previous, the longer it takes for the user to recover. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.

This transference is permanent unless it or similar is performed again.

Quote:You say maximum number of clones up to 5 and then your TEC? Which is it?
Its supposed to up to five per use of the technique. The TEC restriction is specifically for starting a thread with x amount.

Quote:Also that's a hard no for a clone that is equal to your strength. Too overpowered.
Omni Wrote:You need to define "sturdy" and most likely it's going to need much, much, much, much, much bigger downsides (I'm just pre-empting a back and forth of me telling you to increase the downsides until it's finally something like thirty seconds for a remote-controlled clone that matches Ururu in strength)
I've done this, and its pretty much unavoidable with the way I've written it so it can't be escaped if Ururu wants a functioning clone.
Quote:
Quote:Also they do not require commands to act as any secondary would, but also are limited in the same fashion in regards to combat.
Yeah no. Clones cannot be autonomous at all. From the FAQ the must be "single-minded assists" or underneath your control as if it was remotely controlled. If it could act as a secondary, you're basically summoned secondaries instantly.
This is just Ururu can have her persona secondaries to interact with. And they aren't instant summons. They can't even be used in combat so what exactly is the problem? The original move was approved with this specific attribute in mind and all parties agreed and wasn't the reason it was re-posted by Omni in the first place.
Quote:For the possession, that seems like basically remote control? Do you take damage when your possessing someone, can it be interrupted.
It is, and no the clone takes damage. And as for interrupted sure. Anything can be interrupted this is no different. Hell you can walk up on Ururu's real body and basically murder her while she's doing this. Hence why I said she's prone.

Quote:For the soul rebirth thing- Yeah that's going to need more caveats.
Please explain yourself? This is a straight up upgrade to the move to allow Ururu different ages. Nothing else has change. That is an entirely way to vague request for me to do anything with.
Quote:Last comment- I would appreciate if this were separated into separate moves and the assists cause it was make a lot easier to read, approve, and use if someone were to fight you.
This can be done.

Alright I didn't know Omni had approved most of the things i commented on. I just had it differently in my mind. If Omni and other Staff members have allowed it it's fine.

So the Assist is approved, and since Omni had allowed all the questionable parts through then the Twin Sacrificial Rebirth is fine.

Also for the comment about the caveats. I just had realized what I was trying to say. You say the range of your control of the Clone but that's 200 meters. You need to change that range to "the level of teleportation I have." Teleporting 200 meters away is a no. Also just tell me if there's a charge time to do this or if it's instantaneous.


Colonel Wrote:
Gilgamesh Wrote:
Colonel Wrote:Colonel Army (Requires: Physical Strength, Ranged Proficiency, Homing Proficiency) -- 600 OM
Colonel throws out one hand, as if giving the order to charge, and at his side — that is, within five feet of his location — roughly three seconds later, a single soldier appears. It looks relatively unremarkable, clad in armor similar to Colonel's but of a much smaller stature. A soldier wielding a simple energy blade may be summoned, or one wielding something akin to an assault rifle. Regardless of which weapon they wield, they will actively seek out and assault the nearest enemy target until they are destroyed -- which is not difficult, and a few solid blows from a reasonably strong or competent opponent would do the trick. Up to three Colonel Army soldiers can be in action at a time, but must all be summoned individually.

Blockade (Requires: Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 900 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly three seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately three meters on all sides, and is durable enough to use as cover in the short term, being roughly the durability of very dense stone. After approximately thirty seconds it will crack and after another ten will crumble away as if it was never there, though any damage it sustains in its duration will hasten its destruction. This move cannot be used in areas without solid ground underfoot. Up to two of these blockade cubes may be summoned at the same time, though they must be summoned individually. At any point in their duration, Colonel can dismiss them at will, causing them to immediately crumble as if they expired, or reinforce them, restoring them to their condition after being freshly-summoned, though this requires a second of focus to accomplish.

Additionally, at any point in the lifespan of any summoned cube, he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch will appear on the top of the cube. Three seconds later, this hatch opens and the soldier emerges, opening fire on the nearest enemy target. This soldier is included in the limit for the regular version of Colonel Army. If the cube expires or is destroyed and the Colonel Army soldier remains intact, it will be destroyed along with it, though if the soldier is destroyed it will not cause the blockade cube to vanish.

Colonel Army- Just add a little more caveats like a longer time or fatigue or anything you can think of

Blockade- Remember you cannot block super moves. Also same thing about a little more caveats and then you're good

Righty-o. Modifications ahoy:

Colonel Army (Requires: Physical Strength, Ranged Proficiency, Homing Proficiency) -- 600 OM
Colonel throws out one hand, as if giving the order to charge, and at his side — that is, within five feet of his location — roughly four seconds later, a single soldier appears. It looks relatively unremarkable, clad in armor similar to Colonel's but of a much smaller stature. A soldier wielding a simple energy blade may be summoned, or one wielding something akin to an assault rifle. Regardless of which weapon they wield, they will actively seek out and assault the nearest enemy target until they are destroyed -- which is not difficult, and a few solid blows from a reasonably strong or competent opponent would do the trick. Up to three Colonel Army soldiers can be in action at a time, but must all be summoned individually, and each additional soldier summoned while there are others active will take an additional second. Every soldier is moderately fatiguing to initially summon, and costs some minor energy once summoned to maintain, making them ill-suited to maintain for prolonged periods even if they aren't destroyed.

Blockade (Requires: Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 900 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly five seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately three meters on all sides, and is durable enough to use as cover in the short term, being roughly the durability of very dense stone, though it is obviously of almost no use against super moves. After approximately thirty seconds it will crack and after another ten will crumble away as if it was never there, though any damage it sustains in its duration will hasten its destruction. This move cannot be used in areas without solid ground underfoot. Up to two of these blockade cubes may be summoned at the same time, though they must be summoned individually. At any point in their duration, Colonel can dismiss them at will, causing them to immediately crumble as if they expired, or reinforce them, restoring them to their condition after being freshly-summoned, though this requires a second of focus to accomplish. Summoning even one blockade cube is moderately fatiguing, and summoning a second while the first is already present is proportionally more tiring. Refreshing one isn't quite as tiring as summoning one initially, but it isn't wise to do so repeatedly all the same.

Additionally, at any point in the lifespan of any summoned cube, he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch will appear on the top of the cube. Three seconds later, this hatch opens and the soldier emerges, opening fire on the nearest enemy target. This soldier is included in the limit for the regular version of Colonel Army. If the cube expires or is destroyed and the Colonel Army soldier remains intact, it will be destroyed along with it, though if the soldier is destroyed it will not cause the blockade cube to vanish.


Also lookin' to make a slight change and clarifications on this one. Additions/changes in bold.

Quote:Colonel Saber
Taking the place of Colonel's right arm from just above the wrist below the elbow down is an energy emitter that houses his primary weapon, a brightly-glowing blade of green energy. Approximately three feet in length, just over two inches in diameter, and tapering to a needle-like point at its end. It is a useful weapon, equally suited for offense as well as defense, but bears no special qualities and is quite 'solid' despite its energy-based nature. At any time, Colonel can de-activate the saber and transition the blade emitter to a regular arm. Transitioning from sword to regular arm takes approximately the same time as drawing a blade — about one second.

All of it is good to go



Akame Wrote:Murasame - 300 requires Physical Strength

The one cut kill curse blade Murasame is Akame's Imperial Arm. When this blade cuts through her enemies flesh, a curse runs through their viens and into thier heart, halting their pulse. This leads to instant death, or it would if Akame were in her home universe. In the Omniverse, Murasame's curse is null making it a regular sword as of now. Take 1 second to summon. The blade is around 1meter long and has a red hilt. It's a katana, so it has only one edge. When Akame fights, she holds her sheath in her left hand and Murasame in her right. Murasame's one cut kill can be effectively used once in any fight, but this effect can only be activated in my winning post.

Editing Murasame to have the curse effect. This highlights the changes to the original move

Change the "winning post" to "if I have permission from staff to kill my target" or something about Staff giving you the go then it'll be approved. There may be times where you win a fight but a judge decides you cannot kill that person. Thanks


Re: Official Move Approval III - Ururu Kyuuei - 12-11-2015

@Gilgamensh, Odd I know for a fact it was in there at one point. Why it wasn't now. Dunno. Fixed.

Already Approved Wrote:Twin Sacrificial Rebirth
Cost: 1800 (900 for Attack, Defend and Movement)(300 for Possession)(300 Variable Appearance)(300 for multiple clones)
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting
With a set of hand seals and building up a charge of chakra, the user conjures a number of clones ranging from one to five per use. The less time spent the weaker they are in comparison to the original. For a single user-equivalent clone thirty seconds are required, afterward requiring only two additional seconds for consecutive reproductions but at an exponential chakra/physical cost after the first starting at a moderate level. Additional alterations to appearance will add to the increase in time of each clone’s creation, items and apparel being the easiest, physiological changes being the most.

The user may start with a number of fully formed clones at Cost equal to their TEC at the beginning of the thread/event, provided significant enough time has passed to allow such.

When being directly commanded, clones share a TEC pool equal to the original that is divided evenly and rounded up between them. They can be commanded to move, attack, or defend through their Persona. This is affected directly by their distance from the user as they have a maximum range of 200 meter radius, which falls off gradually in functionality at half that distance. Even when not inherently empowered, all clones are able to communicate and observe using their hive mind like nature. Also they do not require commands to act as any secondary would, but also are limited in the same fashion in regards to combat in that they may not be effective in any competitive sense.

Furthermore, provided the user has a clone within range, they may possess it through concerted concentration, as if it were their own by leaving their primary body prone. The process requires the difference in time equal to the initial effort of creating said clone to a maximum of 30 seconds and a minimum of 3 seconds, and an additional 2 seconds if its body does not match the original. If this effort is not undertaken the body in question will not function in a manner that is equal to their ability. Like any other ability it may be interrupted and the clone body damaged enough where it forces the user's mind out of it.

Twin Sacrificial Ascension
Cost: 1000 Om
Requires: Tier I Assist
By charging an active clone created by Twin Sacrificial Rebirth or similiar within range with a special supply of chakra, 1sp for a post or 2sp for a round, the user is able to fortify the clone to be fully autonomous in combat with the following stats and matching moves.
Tier I
ATK: 2
DEF: 0
SPD: 2
TEC: 1

Immortality: Soul Transference
Cost: 600 Om
Requires: Teleportation, Shape Shifting
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control (limited by their teleportation range) that is a replica of themselves. Furthermore the replica in question is no longer restricted in age, provided it is of the same identifiable stock. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar.

Unfortunately due to the nature of Omnilium, its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is instantaneous, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. Also the greater the age difference between the body and the previous, the longer it takes for the user to recover. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.

This transference is permanent unless it or similar is performed again.


Re: Official Move Approval III - Gilgamesh - 12-13-2015

Sorry but one last thing. Just make it have a short charge time instead of instantaneous similar to reasons why Teleportation isn't instant.


Re: Official Move Approval III - Tom Marvolo Riddle - 12-13-2015

Already Approved Wrote:Twin Sacrificial Rebirth
Cost: 1800 (900 for Attack, Defend and Movement)(300 for Possession)(300 Variable Appearance)(300 for multiple clones)
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting
With a set of hand seals and building up a charge of chakra, the user conjures a number of clones ranging from one to five per use. The less time spent the weaker they are in comparison to the original. For a single user-equivalent clone thirty seconds are required, afterward requiring only two additional seconds for consecutive reproductions but at an exponential chakra/physical cost after the first starting at a moderate level. Additional alterations to appearance will add to the increase in time of each clone’s creation, items and apparel being the easiest, physiological changes being the most.

The user may start with a number of fully formed clones at Cost equal to their TEC at the beginning of the thread/event, provided significant enough time has passed to allow such.

When being directly commanded, clones share a TEC pool equal to the original that is divided evenly and rounded up between them. They can be commanded to move, attack, or defend through their Persona. This is affected directly by their distance from the user as they have a maximum range of 200 meter radius, which falls off gradually in functionality at half that distance. Even when not inherently empowered, all clones are able to communicate and observe using their hive mind like nature. Also they do not require commands to act as any secondary would, but also are limited in the same fashion in regards to combat in that they may not be effective in any competitive sense.

Furthermore, provided the user has a clone within range, they may possess it through concerted concentration, as if it were their own by leaving their primary body prone. The process requires the difference in time equal to the initial effort of creating said clone to a maximum of 30 seconds and a minimum of 3 seconds, and an additional 2 seconds if its body does not match the original. If this effort is not undertaken the body in question will not function in a manner that is equal to their ability. Like any other ability it may be interrupted and the clone body damaged enough where it forces the user's mind out of it.

Twin Sacrificial Ascension
Cost: 1000 Om
Requires: Tier I Assist
By charging an active clone created by Twin Sacrificial Rebirth or similiar within range with a special supply of chakra, 1sp for a post or 2sp for a round, the user is able to fortify the clone to be fully autonomous in combat with the following stats and matching moves.
Tier I
ATK: 2
DEF: 0
SPD: 2
TEC: 1

Gilgamesh Wrote:Sorry but one last thing. Just make it have a short charge time instead of instantaneous similar to reasons why Teleportation isn't instant.
I would like to point out there are moves that require less for instant teleport (Minato's) which has less of a downside and more variability. Mine is directly linked to her clones which are much less inconspicuous in size than a small set of kanji.

[spoiler]Hiraishin No Jutsu (Hiraishin Kunai, Teleportation) (300) – The Hiraishin No Jutsu (Flying Thunder God Technique) is a technique created by the Second Hokage (Tobirama Senju). Minato utilizes this technique in conjunction with his great speed and agility to get the upper hand in battle. The technique allows the user to instantly teleport themselves to a location Marked with his Hiraishin Seal. The technique is utilized by activating a seal that the user has marked a location or person with (for Minato, it is his own marking that can be found on his custom Kunai). This move can only be used if Minato is within range of his seal or his marked kunai (The range is the level of the Teleport Power so at the moment is only 20 meters). Although Minato can utilize this in battle as long as he has chakra to spare, using the technique in rapid succession can drain Minato quite quickly if he’s not careful, so he opts to use this technique only when needed. This move can be used in conjunction with other moves that Minato may have (such as the Rasengan). Minato is also able to place his seal on anything he touches, inanimate objects or people alike. The way this works is sort of simple, Minato places his hand on something and, within a second, can place his seal on it. In his own universe the seal is permanent however, in the Omniverse, it seems to have been altered by Omni so that primes and secondaries are able to remove it simply by washing it off. There is no limit to the amount of seals Minato can place, other than if he runs out of chakra, but if a seal is not removed, it will expire after 3 days (IC time).[/spoiler]

But if that doesn't convince you here's the updated version:

Immortality: Soul Transference
Cost: 600 Om
Requires: Teleportation, Shape Shifting
With this technique the user unlocks their Network Interface Seal and targets a clone within their control, limited by their teleportation range, that is a replica of themselves. Furthermore the replica in question is no longer restricted in age, provided it is of the same identifiable stock. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar.

Unfortunately due to the nature of Omnilium, its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is takes only a brief moment, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. Also the greater the age difference between the body and the previous, the longer it takes for the user to recover. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.

This transference is permanent unless it or similar is performed again.


Re: Official Move Approval III - Gilgamesh - 12-13-2015

Good to go


Re: Official Move Approval III - Erica - 12-13-2015

Terra Wolf Pack Assault-600OM (Requires: Range Proficiency, Remote Control Proficiency- Jay slams his hand onto the ground causing two wolves made from the very earth four feet from his opponents feet. These wolves take two mintues to form. These wolves are about 3 feet tall and a foot and half long. They shoot out of the ground rushing his opponent growling and snarling. The wolves can run at 36 miles per hour.The wolves try to bite and claw at any part of the opponent they can. They are controlled by both of Jays hands leaving him vulnerable and unable to use his hands to defend himself. He must remain motionless while using this attack. The wolves are easily destroyed by hitting them three times.

Black Onix Bow Staff- 300 OM- Made of a hard onyx from Jay's home world. The staff is light , but made of a sturdy material. It is faster than a sword but won't pack as much of a punch.

Gale Force Wave- 600 OM- Jay creates small burst of wind by waving his hand or bow staff. It is capable of deflecting small projectiles and if used up close on an oppoenet can cause them to be blown back two feet. Being hit by the wave is like a punch. The wave is about 3 feet long and foot wide.


Re: Official Move Approval III - Gilgamesh - 12-14-2015

Terra Wolf Assault- Ummm this is fine as is buuuuut I'd recommend you shorten the summoning time a bit. You aren't going to be able to do that unless your with an ally that can cover you for a very very long time.

Bow Staff- Can you tell me how long it is approximately?

Gale Force Wave- Can you add a slight charge time to this? Then you'll be good to go.


Re: Official Move Approval III - Gilgamesh - 12-14-2015

Tier 2 Offensive Super Move- Ea Exterminate(Requires Ea, Ranged Proficiency)

Gilgamesh uses his most sacred weapon Ea and he brings his weapon back to channel his most powerful attack. The sections of the sword begin to rotate rapidly and the runes begin to emanate a bright red light that spirals around the weapon. Gilgamesh no longer holds back Ea, allowing its full power to take place. The ground begins to crack underneath his feet during this charge time. After a few seconds he cries "Enuma Elish" and a bright red beam of pure energy flies out in a path before him.

Side Note- Basically using the old Enuma Elish and upgrading it, but with this one I added a little bit more flavor text to it.

---------------

Since I'm bringing back the Spartan I might as well bring him back strong.

Spartan Spear 600 OM(Requires Physical Proficiency, Ranged Proficiency, Advanced Telekinesis)

Atelos brings down his hand and fire begins to collect in his hand. After about two seconds a bronze spear materializes out of the fire and into his hand. The Spear is about seven feet in length and has a sharp tip on both ends. Atelos can use this in melee combat and can also throw the spear as a ranged weapon.

He can throw the spear up to 60 feet and can easily retrieve it back through telekinesis. It takes about two seconds for the spear to come back to his hand and the range of retrieval is dependent on his level of Telekinesis.

Boiling Blood 300 OM- Hades has enough control of the Spartan to directly influence his body. When the Spartan is cut, his blood appears as black and sticky as tar would be. However, his blood is boiling hot and steams as it pours out of his wounds. Atelos can take advantage of this and can throw his blood on his opponents to burn them.

Tier 2 Offensive Super Move 800 OM- Smash (Requires Advanced Telekinesis and accompanying proficiencies)

Atelos's eyes fog over for a second as he allows Hades' power to come into his hands. He then outstretches his hands and picks up his target through Telekinesis. He raises up his opponent as far into the air as he can, which is about 60 feet, and then brings down the target to smash into the ground.

Side Note- Can still be blocked through Super Defenses cause of Omniphysics?


Re: Official Move Approval III - Erica - 12-14-2015

This better?

Terra Wolf Pack Assault-600OM (Requires: Range Proficiency, Remote Control Proficiency- Jay slams his hand onto the ground causing two wolves made from the very earth four feet from his opponents feet. These wolves take 16 seconds to form. These wolves are about 3 feet tall and a foot and half long. They shoot out of the ground rushing his opponent growling and snarling. The wolves can run at 36 miles per hour.The wolves try to bite and claw at any part of the opponent they can. They are controlled by both of Jays hands leaving him vulnerable and unable to use his hands to defend himself. He must remain motionless while using this attack. The wolves are easily destroyed by hitting them three times.

Black Onix Bow Staff- 300 OM- Made of a hard onyx from Jay's home world. The staff is light , but made of a sturdy material. It is faster than a sword but won't pack as much of a punch. The staff is about 5 ft long and as thick as a half-dollar coin.

Gale Force Wave- 600 OM- Jay creates small burst of wind by waving his hand or bow staff. It is capable of deflecting small projectiles and if used up close on an oppoenet can cause them to be blown back two feet. Being hit by the wave is like a punch. The wave is about 3 feet long and foot wide. This move takes about five seconds to charge.


Re: Official Move Approval III - The Rogue - 12-14-2015

Monofilament Knife: 300 OM
Requires Physical Strength
A knife made out of a strange ceramic alloy, and thanks to modern science the blade's edge is one molecule thin, but since they start out at one molecule and it is a ceramic base, it makes the blade sharp and hard, but on the down side brittle. It has a 6 inch handle and a foot long blade, with the flat of the blade being two inches. Its brittleness makes the knife useful only for offense. If it does break it will take at least a few seconds to resummon.


Re: Official Move Approval III - Roger Smith - 12-14-2015

Gilgamesh Wrote:Tier 2 Offensive Super Move- Ea Exterminate(Requires Ea, Ranged Proficiency)

Gilgamesh uses his most sacred weapon Ea and he brings his weapon back to channel his most powerful attack. The sections of the sword begin to rotate rapidly and the runes begin to emanate a bright red light that spirals around the weapon. Gilgamesh no longer holds back Ea, allowing its full power to take place. The ground begins to crack underneath his feet during this charge time. After a few seconds he cries "Enuma Elish" and a bright red beam of pure energy flies out in a path before him.

Side Note- Basically using the old Enuma Elish and upgrading it, but with this one I added a little bit more flavor text to it.

---------------

Since I'm bringing back the Spartan I might as well bring him back strong.

Spartan Spear 600 OM(Requires Physical Proficiency, Ranged Proficiency, Advanced Telekinesis)

Atelos brings down his hand and fire begins to collect in his hand. After about two seconds a bronze spear materializes out of the fire and into his hand. The Spear is about seven feet in length and has a sharp tip on both ends. Atelos can use this in melee combat and can also throw the spear as a ranged weapon.

He can throw the spear up to 60 feet and can easily retrieve it back through telekinesis. It takes about two seconds for the spear to come back to his hand and the range of retrieval is dependent on his level of Telekinesis.

Boiling Blood 300 OM- Hades has enough control of the Spartan to directly influence his body. When the Spartan is cut, his blood appears as black and sticky as tar would be. However, his blood is boiling hot and steams as it pours out of his wounds. Atelos can take advantage of this and can throw his blood on his opponents to burn them.

Tier 2 Offensive Super Move 800 OM- Smash (Requires Advanced Telekinesis and accompanying proficiencies)

Atelos's eyes fog over for a second as he allows Hades' power to come into his hands. He then outstretches his hands and picks up his target through Telekinesis. He raises up his opponent as far into the air as he can, which is about 60 feet, and then brings down the target to smash into the ground.

Side Note- Can still be blocked through Super Defenses cause of Omniphysics?

Just gonna need some specifics on how big the beam of energy for Ea Exterminate is so people know what it is they gotta write around.

Spartan Spear is good.

Boiling Blood looks okay.

Smash is good.


Connor Hound Wrote:Monofilament Knife: 300 OM
Requires Physical Strength
A knife made out of a strange ceramic alloy, and thanks to modern science the blade's edge is one molecule thin, but since they start out at one molecule and it is a ceramic base, it makes the blade sharp and hard, but on the down side brittle. It has a 6 inch handle and a foot long blade, with the flat of the blade being two inches. Its brittleness makes the knife useful only for offense. If it does break it will take at least a few seconds to resummon.

So it's a big knife with a really sharp blade not really useful for defense? Okay. Just a note, if it does break you probably wouldn't be able to summon it again in the same battle. But it's approved.


Re: AW YEAH, THIS IS HAPPENING - Naruto Uzumaki - 12-14-2015

Adam Gaite Wrote:More information needed, friend. How long does it take to summon them in the first place? Assuming six seconds like the re-summoning time, but need to know. What's the fire rate, the range, and the relative punch each shot packs?

This better?

Cowboy Disguise: Six-Shooter Revolvers - 300 OM

Naruto makes use of summoning scrolls to reveal two fully loaded six-shooter revolvers (same as the re-summoning time). Both take the appearance as so:

[spoiler]
[Image: 22-1191G.jpg]
[/spoiler]

Once out of ammo, Naruto must take 6 seconds to summon a new pair of guns. Maximum range is 90 yards, and each bullet packs the punch of a .44-40 caliber bullet. There about 2 seconds between each shot to cock the gun, during which time Naruto can use his other gun to shoot provided he doesn't have to reload that as well.

This can only be used while Naruto is in his cowboy disguise.


Re: Official Move Approval III - Sasuke Uchiha - 12-15-2015

Explosive Tag
[spoiler][Image: paperbomb.gif][/spoiler]
[spoiler][Image: paperbomb2.gif][/spoiler](Area Attack Proficiency, Remote Control Proficiency)(600 OM)
Also known as a paper bombs, they are scraps of paper inscribed with a special writing, centering around the kanji word for "explode" (爆, baku). Infused with chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an enemy. They are very versatile and one of the basic ninja tools. As one would expect from an explosive, it deals a large amount of splash damage to those within its area of effect (About 3 meters) as well as knocking them back. Readying the tag takes a few seconds of uninterrupted concentration, as does detonating it. Setting off any more than a few at a time can be taxing on the user and lead to fatigue.

Body Replacement Justsu
Tiger, Boar, Ox, Dog, Snake
[spoiler][Image: substitutejutsu.gif][/spoiler]
[spoiler][Image: substitutejutsu3.gif][/spoiler](Foresight, Burst Movement)(300 OM)
In the moments where the user foresees an attack, with this jutsu they are able to substitute their body with a decoy that has undergone transformation jutsu to look exactly like them. The decoy takes the damage instead. The decoy is usually made of, but not limited to, wooden logs (Any inanimate object will do). This creates an optical illusion, making the enemy think the attack was successful. From this, the user can use the lapse in the enemy's attention to their advantage. Explosive tags can be attached to the replacement for an added surprise.

Sword of Kusanagi
[spoiler][Image: Sasuke_uchiha_by_strife_000-d5jpyh9.png][/spoiler]
(Physical Strength)(300 OM)
The artifact Sasuke won from Dante’s Abyss doesn’t even need to be active in order to be formidable weapon. Though it lacks the electric might in its passive form, it still has the harsh bite of sharp steal. Best used for piercing and slashing, the blade adequately fits the guile and speed of Sasuke Uchiha. With a black scabbard and matching hilt, it was known to be a larger size than a normal chokutō.
• Overall Length: 94
• Blade Length: 78.25
• Handle Length: 15.75

I'm not certain on prices or power/proficiency prerequisites, but I think I am in the right ballpark. Let me know what needs changing. Oh, and I want to make my Substitution Jutsu to be a Super Defense as well as a regular move!


Re: Official Move Approval III - The Rogue - 12-15-2015

Quote:
Connor Hound Wrote:Monofilament Knife: 300 OM
Requires Physical Strength
A knife made out of a strange ceramic alloy, and thanks to modern science the blade's edge is one molecule thin, but since they start out at one molecule and it is a ceramic base, it makes the blade sharp and hard, but on the down side brittle. It has a 6 inch handle and a foot long blade, with the flat of the blade being two inches. Its brittleness makes the knife useful only for offense. If it does break it will take at least a few seconds to resummon.

So it's a big knife with a really sharp blade not really useful for defense? Okay. Just a note, if it does break you probably wouldn't be able to summon it again in the same battle. But it's approved.

Yeah pretty much, and I'll keep that in mind.